I've a fair idea the answer is no, but the asking may prompt a solution thats not occurred to me...
I've been experimenting with organic shapes so point animation is the order of the day.

So I've got an arm with a switch layer attached to the wrist so I can get an open and closed hand. Following a previous tip, I am starting with the open hand on frame one and moving points around on f30 thinking I would set the switch layer to interpolate points.
Of course, it didnt occur to me until I ran the playback that points will translate in a generally straight line from start to finish.
So I am wondering if there is a way to keep the points from collapsing in on each other as they move, aside from the obvious adding keyframes between start and finish? I was originally thinking to keep the number of switch layers to a minimum though I suppose it doesnt really matter so much.
Still, it would be rather cool (not to mention save a step or two) if there were an algorithm in place that basically says "Points dont cross their own line borders."
That would also ameliorate another problem I discovered. In this case its where the thumb folds over the clenched fingers when a fist is formed. Since the hand is a closed loop, the result is a kind of hole where the overlap occurs.
As I write this, it seems that a solution would be to make the thumb a separate object and pull it higher than the fingers object, which I will try after I post, but whilst we are here so to speak, does anyone else have an alternative? The idea is to not change the points so I can interpolate between layers.
Cheers...